dosbox
Hi!
I figured out that it would the best option to set a new topic for psp's dos games so we would not interfere with programming stuff and still get the info about which games are working and wich aren't.
http://forums.ps2dev.org/viewtopic.php?p=55688#55688
If You guys think it is a good idea, just post game related messeges there.
Cheers!
Ziner
I figured out that it would the best option to set a new topic for psp's dos games so we would not interfere with programming stuff and still get the info about which games are working and wich aren't.
http://forums.ps2dev.org/viewtopic.php?p=55688#55688
If You guys think it is a good idea, just post game related messeges there.
Cheers!
Ziner
Some help with p-sprint
Hi Everyone, and Crazy-C of course.
First of all, this is amazing. I have realistic ideas of what can be played on this and it still is an awesome achievement!
The only issue I'm having, is after changing p-sprint group modes (so I can type numbers) I can't get any of them to work. A lot of old games start off with selection options for video and sound and you need numbers to select ega, vga, etc...
Has anyone else had the same issue?
Thanks!
First of all, this is amazing. I have realistic ideas of what can be played on this and it still is an awesome achievement!
The only issue I'm having, is after changing p-sprint group modes (so I can type numbers) I can't get any of them to work. A lot of old games start off with selection options for video and sound and you need numbers to select ega, vga, etc...
Has anyone else had the same issue?
Thanks!
Small issue with P-Sprint instructions...
Sorry for the double post, but this may be helpful to more than just me.
http://www.niwra.nl/psp/p-sprint-c/doc/index.htm
This is a page that explains usage of P-Sprint. I used this to learn it, but there is a slight problem with one of the pictures on the page. There is a section of images labeled Group 1, 2 and 3. Further down it shows the button presses to change groups.
The issue, is that the images should be labeled Group 0,1,2 instead as 0 is the default group for letters. This threw me off quite a bit initially.
http://www.niwra.nl/psp/p-sprint-c/doc/index.htm
This is a page that explains usage of P-Sprint. I used this to learn it, but there is a slight problem with one of the pictures on the page. There is a section of images labeled Group 1, 2 and 3. Further down it shows the button presses to change groups.
The issue, is that the images should be labeled Group 0,1,2 instead as 0 is the default group for letters. This threw me off quite a bit initially.
Hi! Sorry for my issue may be not properly continuing the on-going discussion, but related to the DosBox.
I'm not full expert but isn't it possible up to you to run some java .jar's under DosBox ?
Of course the java sdk java.exe on PC is working only under windows and not pure DosBoxes...
Any possibility, even if under limits of PSP ram etc...?if yes .. suggestions are very well appreciated, of course. Nothing found on the web, untill now.
thanks a lot
I'm not full expert but isn't it possible up to you to run some java .jar's under DosBox ?
Of course the java sdk java.exe on PC is working only under windows and not pure DosBoxes...
Any possibility, even if under limits of PSP ram etc...?if yes .. suggestions are very well appreciated, of course. Nothing found on the web, untill now.
thanks a lot
That would be pretty silly given there's already java for the PSP.mypspdev wrote:Hi! Sorry for my issue may be not properly continuing the on-going discussion, but related to the DosBox.
I'm not full expert but isn't it possible up to you to run some java .jar's under DosBox ?
Of course the java sdk java.exe on PC is working only under windows and not pure DosBoxes...
Any possibility, even if under limits of PSP ram etc...?if yes .. suggestions are very well appreciated, of course. Nothing found on the web, untill now.
thanks a lot
http://groups.google.com/group/java4psp
Thanks a lot!!J.F. wrote:
That would be pretty silly given there's already java for the PSP.
http://groups.google.com/group/java4psp
Ready for Text to speech Java Sapi or better Speech Recognition ?
(Java sdk 1.2.1, IBM ViaVoice, years ago....)
You might want to start a separate thread for this.mypspdev wrote:Thanks a lot!!J.F. wrote:
That would be pretty silly given there's already java for the PSP.
http://groups.google.com/group/java4psp
Ready for Text to speech Java Sapi or better Speech Recognition ?
(Java sdk 1.2.1, IBM ViaVoice, years ago....)
It's better to use Danzeff's On Screen Keyboard, it's one of the most used and easiest on screen keyboards ever.crazyc wrote:I'm open to alternative keyboards, just give me a URL. The keyboard must (or at least can be modified to) support all 101 AT keys though. I'd like to support IR keyboards, but I don't have one right now so i won't be able to test it.BurnCycle wrote: Isn't possible to had a keyboard display like in Spectrum Emulator? That whould be a great feature...
Here is explained in detail, and here you can find the sources :)
Thanks for your efforts and good work in implementing this On Screen Keyboard! :D
This won't work because it doesn't support enough keys. Games that use F-keys, the numpad, the arrow keys, alt, ctrl, shift as a key instead of a toggle etc. would be impossible to use. With 9 squares and 4 keys per square there would need to be 3 modes just for keys, 11 if you include modified keys (button + shift/alt/ctrl).raulpica wrote: It's better to use Danzeff's On Screen Keyboard, it's one of the most used and easiest on screen keyboards ever.
Here is explained in detail, and here you can find the sources :)
Thanks for your efforts and good work in implementing this On Screen Keyboard! :D
Right. Then what's about using PSPUAE OSK? You can find the source code in the downloads.crazyc wrote:This won't work because it doesn't support enough keys. Games that use F-keys, the numpad, the arrow keys, alt, ctrl, shift as a key instead of a toggle etc. would be impossible to use. With 9 squares and 4 keys per square there would need to be 3 modes just for keys, 11 if you include modified keys (button + shift/alt/ctrl).raulpica wrote: It's better to use Danzeff's On Screen Keyboard, it's one of the most used and easiest on screen keyboards ever.
Here is explained in detail, and here you can find the sources :)
Thanks for your efforts and good work in implementing this On Screen Keyboard! :D
It's a complete Visual Keyboard for an Amiga, but I think that it could be easily adapted to an IBM Keyboard, as it displays entirely a keyboard in the lower or upper side of the screen and lets you select keys. And it supports Ctrl, Shift and Alt :)
Well, this could work, but it'll take some amount of work, so don't hold your breath as I've been busy with something else....raulpica wrote: Right. Then what's about using PSPUAE OSK? You can find the source code in the downloads.
It's a complete Visual Keyboard for an Amiga, but I think that it could be easily adapted to an IBM Keyboard, as it displays entirely a keyboard in the lower or upper side of the screen and lets you select keys. And it supports Ctrl, Shift and Alt :)
Thanks to dosbox developer c2woody who pointed out that it is possible to run most dos protected mode games with a vastly reduced address space and that a new portable dynamic recompiler has just been checked into CVS, I can put this out for people to test.
dosbox-0.70
dosbox.conf
I'm still trying to iron out a few more bugs (I know there's no sound) and when I do I'll put a source tarball up.
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Whoa,
CrazyC what is this? Is this a port of 0.70 I assume? Also if I'm reading correctly there is some sort of dynamic recompilation? Does this mean your going to just work on the 0.70 build from now on? I'm all for it! What are your own experiences with it? Faster speed in some games? Anyway whatever this is your work is MUCH appreciated!!!
CrazyC what is this? Is this a port of 0.70 I assume? Also if I'm reading correctly there is some sort of dynamic recompilation? Does this mean your going to just work on the 0.70 build from now on? I'm all for it! What are your own experiences with it? Faster speed in some games? Anyway whatever this is your work is MUCH appreciated!!!
Yes, yes and probably.Weaver1497 wrote:Is this a port of 0.70 I assume? Also if I'm reading correctly there is some sort of dynamic recompilation? Does this mean your going to just work on the 0.70 build from now on?
Somewhat faster in most things. Emulated ram with the dynamic core is currently limited to 4MB due to the 3MB code cache.Weaver1497 wrote:I'm all for it! What are your own experiences with it? Faster speed in some games? Anyway whatever this is your work is MUCH appreciated!!!
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- Joined: Sun Jul 22, 2007 11:31 pm
Hi CrazyC, and everyone.
Do you think the extra 32 MB of RAM introduced with the PSP Slim will raise the bar on what games can be emulated using DosBox?
I've been wanting to buy a PSP, but I'm now considering whether or not to wait for the Slim, I'm not really interested in the cosmetic changes, but rather the extra RAM, that's why I want to know if it would be worth waiting for or if it won't make much of a difference?
Thanks
Do you think the extra 32 MB of RAM introduced with the PSP Slim will raise the bar on what games can be emulated using DosBox?
I've been wanting to buy a PSP, but I'm now considering whether or not to wait for the Slim, I'm not really interested in the cosmetic changes, but rather the extra RAM, that's why I want to know if it would be worth waiting for or if it won't make much of a difference?
Thanks
Won't know until it's released and if someone can get homebrew running on it.roylazarovich wrote:Hi CrazyC, and everyone.
Do you think the extra 32 MB of RAM introduced with the PSP Slim will raise the bar on what games can be emulated using DosBox?
I've been wanting to buy a PSP, but I'm now considering whether or not to wait for the Slim, I'm not really interested in the cosmetic changes, but rather the extra RAM, that's why I want to know if it would be worth waiting for or if it won't make much of a difference?
Thanks
There's a thread on getting an extra 4M of memory for PSP apps. If I remember correctly, it's whacked by suspending, which is why folks don't tend to use it. However, it seems it would be perfect for the code buffer. Just use the suspend/resume callback to flush the code buffer, then start from clear on recompiling after resuming the app. That should leave more memory for the emulation to devote to the virtual PC.crazyc wrote:Yes, yes and probably.Weaver1497 wrote:Is this a port of 0.70 I assume? Also if I'm reading correctly there is some sort of dynamic recompilation? Does this mean your going to just work on the 0.70 build from now on?Somewhat faster in most things. Emulated ram with the dynamic core is currently limited to 4MB due to the 3MB code cache.Weaver1497 wrote:I'm all for it! What are your own experiences with it? Faster speed in some games? Anyway whatever this is your work is MUCH appreciated!!!
Supposedly PSP slim firmware can be hacked to run homebrews, which is not the case for the moment.roylazarovich wrote:Hi CrazyC, and everyone.
Do you think the extra 32 MB of RAM introduced with the PSP Slim will raise the bar on what games can be emulated using DosBox?
I've been wanting to buy a PSP, but I'm now considering whether or not to wait for the Slim, I'm not really interested in the cosmetic changes, but rather the extra RAM, that's why I want to know if it would be worth waiting for or if it won't make much of a difference?
Thanks
Really? Did you replace your config file too?Wally4000 wrote:Skyroads seems slower than it was beforehand, maybe its me.
I've put up a new binary with completely untested ir keyboard support. If your ini file isn't in the default place add a irkeybini=<file> option to the [sdl] section of the config file. The psp buttons will continue to operate the same as before even if the keyboard is enabled.
Mapping keys to the analog stick is not currently possible.Is that possible to use joystick for up-,down-,right-,left-key? Because my game needs arrows and I must write too?
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